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Made in us
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buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong

Normally no.
Combat Squads can (from the same "parent" unit)

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buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong


They are one unit, until the drop pod hits and then they combat squad into two.
   
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buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong


Combat squads can be in the same transport at the start of the game. You have to announce if you are combat squadding the 10 man unit at the start of the game (and where each half will be). But they definitely can be in the same transport. Someone else will probably cite to the FAQ or codex for you, but I have neither right here. But trust me, it definitely can be done.


Automatically Appended Next Post:
 d-usa wrote:
buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong


They are one unit, until the drop pod hits and then they combat squad into two.


No they actually have to combat squad before but both halves of the original unit can be in the transport.

This message was edited 1 time. Last update was at 2013/10/03 18:24:04


 
   
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 d-usa wrote:
buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong


They are one unit, until the drop pod hits and then they combat squad into two.

New codex, new rules. The decision to Squad happens before Warlord traits, and both halves can ride in the same vehicle (LR, Rhino, Drop Pod, whatever)

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Page 76 of the new codex, for those who want to look up the fine print.

   
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Yeah, you can do this, but is it worth it at 10 pts per combi weapon?
   
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 Nevelon wrote:
 Wilytank wrote:
What do people see in the Heavy Flamer with a unit that isn't Relentless? Or are Heavy Flamers assault weapons?

...They are assault weapons, aren't they?


You got it, they are assault weapons. Which make them the only "heavy" worth taking on sternguard. Because let's face it, it you are standing still with them, you are doing something wrong. And paying point for the luxury of snap-fireing a weapon instead of pumping special ammo into something is a sucker's bet.


My bad then. As a Space Wolf player, the only time I give the Heavy Flamer any use is on a Terminator or on a Landspeeder where Heavy status wouldn't matter if it was Heavy..

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I run mine at 1850 with the following
x10 SG w/ x4 combi meltas x4 combi grav
x10 SG w/ x4 combi melta x4 combi plasma
x10 SG w/ x4 combi plasma x4 combi flamer

Last time i ran that, i killed a wraithknight, a wraithlord, a wave serpent, and the squad of dire avengers inside it via clever placement and combat squadding, turn 1, before they could shoot.

Just focus on a flank, preferably one with an objective...and NOT drop into the middle of their army, and drop pods become extremely powerful.

I'd also mention, 50% of them made it to the end of the game, resulting in a good win.

This message was edited 1 time. Last update was at 2013/10/03 19:45:21


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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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Martel732 wrote:
Yeah, you can do this, but is it worth it at 10 pts per combi weapon?


Well how about 2 Heavy Flamers, and 3 combi-meltas? Less expensive, but still a decent chance of popping a trasnport with one half and roasting the guys with the other half...


Automatically Appended Next Post:
 iGuy91 wrote:
x10 SG w/ x4 combi plasma x4 combi flamer


Why not some Heavy Flamers? Are they that much more expensive? I'd think AP4 would be useful...

This message was edited 1 time. Last update was at 2013/10/03 20:21:44


 
   
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Super Newb wrote:
Martel732 wrote:
Yeah, you can do this, but is it worth it at 10 pts per combi weapon?


Automatically Appended Next Post:
 iGuy91 wrote:
x10 SG w/ x4 combi plasma x4 combi flamer


Why not some Heavy Flamers? Are they that much more expensive? I'd think AP4 would be useful...


Not more expensive, however, the flexibility the bolters give them is just to good to give up.
Massacre marines? Long Range? Monsterous Creatures? Cover-loving eldar/Tau?
I find uses for each of these ammo types almost every game, the least usual being the kraken bolts with their ap4 and extended range.

Plus more flamers > heavy flamers vs hordes

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong
Provide enough room in the transport, then you can deploy the unit in the transport, and split off the unit. In order for this to work they must be deployed in the transport

This message was edited 1 time. Last update was at 2013/10/03 23:18:35


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 ace101 wrote:
buckero0 wrote:
 Jimsolo wrote:
8 combi-meltas, 2 heavy flamers. Evenly split between two combat squads. All in a drop pod.


can you put two different units in the same transport ? I thoughtt that was a no-no.

Maybe I'm reading this wrong
Provide enough room in the transport, then you can deploy the unit in the transport, and split off the unit. In order for this to work they must be deployed in the transport

Seriously - read the new codex. That's just not correct.

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Indiana

They can be in a transport together at any point during the game.

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 Ferrum_Sanguinis wrote:
Best advice I've heard right now is not more than 2 combi-weapons per five Sternguard. Keeps them cheaps. So 4 combi-meltas max, should be more than enough, doubly so if ur running Salamanders.
If your going to do the suicide-drop thing, I think that LotD are a better choice.
* They can bring 2 MGs and a MM.
* Your not paying for the drop pod
* They still get to be TL if you have Vulcan.
* They ignore cover, meaning wave serpents are not going to get that 4+ cover save.
* They have a 3++ save, meaning they will probably live after the interceptor riptide.
5 of them are only 155 points. 5 sternguard with 2 combi-meltas and a drop pod are 180 points.

Don't get me wrong. Sternguard are great! I think they fill a great role as mid-field threats. Their options help greatly with the marines toolkit, dealing with things like wraithknights.
   
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One of the perks of drop pods is the guaranteed first turn drop. Most of the things that demand the attention of sternguard (or other drop assassin squads) you don't want to have live past turn one.

I like LotD these days, but their arrival is still tied to a whims of the Warp.

   
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 iGuy91 wrote:
Super Newb wrote:
Martel732 wrote:
Yeah, you can do this, but is it worth it at 10 pts per combi weapon?


Automatically Appended Next Post:
 iGuy91 wrote:
x10 SG w/ x4 combi plasma x4 combi flamer


Why not some Heavy Flamers? Are they that much more expensive? I'd think AP4 would be useful...


Not more expensive, however, the flexibility the bolters give them is just to good to give up.
Massacre marines? Long Range? Monsterous Creatures? Cover-loving eldar/Tau?
I find uses for each of these ammo types almost every game, the least usual being the kraken bolts with their ap4 and extended range.

Plus more flamers > heavy flamers vs hordes


Turn two of those combi-flamers into Heavy Flamers, then? And keep two combis? You get a Flamer that can work more than one round, is at higher strength, and pierces more armor (AP 4). Unless you don't think you'll be using the flamers that often, but in that case then the 40 points you spent on combi-flamers sounds like a waste....
   
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Turn two of those combi-flamers into Heavy Flamers, then? And keep two combis? You get a Flamer that can work more than one round, is at higher strength, and pierces more armor (AP 4). Unless you don't think you'll be using the flamers that often, but in that case then the 40 points you spent on combi-flamers sounds like a waste....


Eh, if I knew what opponent I was facing, I might turn them into something else.
The point is, you blow open a rhino with the melta combat squad, then put down 4 flamer templates on the tightly-packed marines within, assuming good positioning, thats 40 str 4 ap 5 hits, 20 wounds (30 with Vulkan) and 10 dead marines after armor saves. Trading 35+gear + 140 + gear = 175 + wargear upgrades for an investment of 40 points on my end.
Those marines never fired a shot, and are totally wasted.

The straight 2 heavy flamers equate to 20 hits at str 5 ap 4, 18 wounds, and then 6 kills,

Yes, i can use them again, but at that point, I'm using the bolters turn 2, in combination with special ammo. I keep them alive by dropping on a flank, so they can keep doing damage.

This message was edited 2 times. Last update was at 2013/10/04 14:42:04


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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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I didn't say straight 2 Heavies though. I said 2 Heavies and 2 combi-flamers.

But maybe that is more expensive. I don't know, don't have the codex
   
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Somewhere over the rainbow, way up high

The costs I believe for the heavy flamers is....15 ?
so 10 points savings

But i think the bolter special ammo is far more dangerous to a wider variety of threats

With the two additional combis, you get 40 hits, 15 wounds from combis, 18 from the heavies, resulting in the same dead squad. Just costs 10 more points I believe.
Against meq, the bolters I'd say are more dangerous, and same against MC's.

This message was edited 1 time. Last update was at 2013/10/04 15:54:49


Bedouin Dynasty: 10000 pts
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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
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Hmm, perhaps you're right. It's just that not too many folks can get those HFs in your dex. But if you're not always going to use them as a dedicated in your face close range force it may be better for them to keep their bolters and fancy ammo...
   
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Honestly we could use more widespread access to them.
I could see LoTD using them in a five man squad, taking....flamer, heavy flamer, combi flamer for something like 155 points?

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
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Why flamers? LoTD already ignore cover - plasma is so much better for them.

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I'd say always pod (as they are to much to worry about getting there with a Rhino and the pods means they are for sure shooting).

Gear wise I would leave them all bare except for 2 combi meltas and a heavy flamer. This way when you pod in you shoot can combat squad and kill a tank and a squad of xenos right off the bat. After that the 2+ to wound is the way to go all the way

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Plus, LoTD are S&P, I'd go with Plasma and MM or Plasma Cannon.

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Indiana

HVy flamers are the same cost as a combi weapon.

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 Leth wrote:
HVy flamers are the same cost as a combi weapon.


If that's true I would give up the special ammo option for two guys and Not take two combi-flamers, just because the Heavy Flamer can roast more units through their armor....
   
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armagedon

I like to drop 10 stern in pod with 4 combi melta 3 combi flamer 1 heavy flamer.
Land next to transport combat squad into breached squad and burner squad, pop that box and burn the creamy insides!

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 riverhawks32 wrote:
10 Combi-melta in a pod is unbeatable.


They can kill all of what, 2 units before your amazing unit gets shot to hell

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Indiana

It is just too expensive to run that many combi weapons. Becomes 33 points per guy, at that point I would rather run legion of the damned with meltagun, multimelta and combi melta/grav

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I like 2 Sternguards and 1 Legion.

10 Sternguard
+Heavy Flamer
+Heavy Flamer

10 Sternguard
+Combi-Melta
+Combi-Melta

5 Legion
+Combi-Grav
+Meltagun
+Multi-Melta

6 pods in my 2k list:
Turn1: 3 Pods, 3 Stalkers, 2 Bike Squads
Turn2: 3 Pods, Legion
   
 
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